using System;
using System.Configuration;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.Input;
using ANXGame.View.Builders;
using ANXGame.View.Renders;
using Core.Model;

namespace ANXGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class GameCicle : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        private World World;

        private GraphicsDeviceManager Graphics;

        private XnaWordRenderer Renderer;

        public GameCicle()
        {
            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = Convert.ToInt32(ConfigurationManager.AppSettings["width"]);

            graphics.PreferredBackBufferHeight = Convert.ToInt32(ConfigurationManager.AppSettings["height"]);

            Content.RootDirectory = "Content";


            graphics.CreateDevice();
            //graphics.SynchronizeWithVerticalRetrace = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            Renderer = new XnaWordRenderer(this);

            World = new World(Renderer, new XnaChunkBuilder(GraphicsDevice), null, null);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Renderer.LoadContent(Content);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            //    this.Exit();

            // TODO: Add your update logic here

            World.Update();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            // TODO: Add your drawing code here

            World.Draw();

            base.Draw(gameTime);
        }
    }
}
